Attached Files:

1. Drag SteamVR "CameraRig" prefab onto the scene, per usual.
2. Add two empty gameobjects to the scene. I named them CamLeft and CamRight, but they can be anything.
3. Set both of them to the exact same coordinates in the scene.
4. Add a SteamVR_Camera script component to each. I found it in SteamVR/Scripts/SteamVR_Camera.
5. Create two new layers: "LeftEye" and "RightEye" (or equivalent)
6. On the first object, in inspector, set Target Eye: Left, and Culling Mask: "LeftEye". Likewise on the second gameobject, set "Left" and "LeftEye"
7. Ensure that whatever objects you want viewed with left or right eye are assigned to the appropriate layers, and at the same coordinates.

My "solution" posted above worked for about a day, but now I cannot get it to work without having two exception thrown, (one for each eye camera): "MissingComponentException: There is no 'Camera' attached to the "CamRight (head)" game object, but a script is trying to access it."
Not sure what's going on...

UPDATE: If the instructions above aren't working for you, see my next post for a solution. Good luck!

For some reason the emptys that I created (as mentioned above) weren't instantiating(?) cameras at runtime. So here are updated steps:

1. Drag SteamVR "CameraRig" prefab onto the scene, per usual.
2. Add two empty gameobjects to the scene. I named them CamLeft and CamRight, but they can be anything.
3. Set both of them to the exact same coordinates in the scene.
4. Add a SteamVR_Camera script component to each. (I found the script in Assets/SteamVR/Scripts/SteamVR_Camera.)
5. In the inspector, on the "SteamVR Camera" component you just added, click the "Expand" button. It ought to create three new nested objects in your scene: "CamLeft (origin) > CamLeft (head) > CamLeft (eye)". (See attached screenshot.)
6. For some reason, the first time I click Expand, it only creates two objects and the third is missing. But clicking the same button a second time creates another set of objects with the correct hierarchy (and also causes my empty to disappear, which is fine). I then also deleted the incorrect "CamLeft (orig)" that only had one child.
7. Repeat steps 5-6 for CamRight. Now you should have your two cameras set up correctly.
8. Create two new layers: "LeftEye" and "RightEye" (or equivalent)
9. In Heirarchy, drill down to the "CamLeft (eye)". In inspector, set Target Eye: Left, and in Culling Mask, untick "RightEye" Do the equivalent for "CamRight (eye)" with opposite values.
10. Ensure that whatever objects you want viewed with left or right eye are assigned to the appropriate layers, and are positioned the same coordinates.

In the end, your hierarchy ought to look like the attached screenshot. Good luck!

Attached Files:

How do your steps allow for setting up multiple camera layers, with the main camera being set to depth only? I don't want to display different things in each eye (what's the point of that by the way?).

Getwilde, you are the light of my day with this solution. Anyway, I did not get it to work, perhaps you can share a working Unity file with this configuration? I must inform that I am a newbie in Unity development.

For some reason the emptys that I created (as mentioned above) weren't instantiating(?) cameras at runtime. So here are updated steps:

1. Drag SteamVR "CameraRig" prefab onto the scene, per usual.
2. Add two empty gameobjects to the scene. I named them CamLeft and CamRight, but they can be anything.
3. Set both of them to the exact same coordinates in the scene.
4. Add a SteamVR_Camera script component to each. (I found the script in Assets/SteamVR/Scripts/SteamVR_Camera.)
5. In the inspector, on the "SteamVR Camera" component you just added, click the "Expand" button. It ought to create three new nested objects in your scene: "CamLeft (origin) > CamLeft (head) > CamLeft (eye)". (See attached screenshot.)
6. For some reason, the first time I click Expand, it only creates two objects and the third is missing. But clicking the same button a second time creates another set of objects with the correct hierarchy (and also causes my empty to disappear, which is fine). I then also deleted the incorrect "CamLeft (orig)" that only had one child.
7. Repeat steps 5-6 for CamRight. Now you should have your two cameras set up correctly.
8. Create two new layers: "LeftEye" and "RightEye" (or equivalent)
9. In Heirarchy, drill down to the "CamLeft (eye)". In inspector, set Target Eye: Left, and in Culling Mask, untick "RightEye" Do the equivalent for "CamRight (eye)" with opposite values.
10. Ensure that whatever objects you want viewed with left or right eye are assigned to the appropriate layers, and are positioned the same coordinates.

In the end, your hierarchy ought to look like the attached screenshot. Good luck!

Click to expand...

Thankyou so much.
I tried doing this directly on the rig and it kept crashing.
I don't know why it works this way but it does. Thanks again

For some reason the emptys that I created (as mentioned above) weren't instantiating(?) cameras at runtime. So here are updated steps:

1. Drag SteamVR "CameraRig" prefab onto the scene, per usual.
2. Add two empty gameobjects to the scene. I named them CamLeft and CamRight, but they can be anything.
3. Set both of them to the exact same coordinates in the scene.
4. Add a SteamVR_Camera script component to each. (I found the script in Assets/SteamVR/Scripts/SteamVR_Camera.)
5. In the inspector, on the "SteamVR Camera" component you just added, click the "Expand" button. It ought to create three new nested objects in your scene: "CamLeft (origin) > CamLeft (head) > CamLeft (eye)". (See attached screenshot.)
6. For some reason, the first time I click Expand, it only creates two objects and the third is missing. But clicking the same button a second time creates another set of objects with the correct hierarchy (and also causes my empty to disappear, which is fine). I then also deleted the incorrect "CamLeft (orig)" that only had one child.
7. Repeat steps 5-6 for CamRight. Now you should have your two cameras set up correctly.
8. Create two new layers: "LeftEye" and "RightEye" (or equivalent)
9. In Heirarchy, drill down to the "CamLeft (eye)". In inspector, set Target Eye: Left, and in Culling Mask, untick "RightEye" Do the equivalent for "CamRight (eye)" with opposite values.
10. Ensure that whatever objects you want viewed with left or right eye are assigned to the appropriate layers, and are positioned the same coordinates.

In the end, your hierarchy ought to look like the attached screenshot. Good luck!

It seems like adding in the [CameraRig] to your scene initially doesn't really do anything. Once the process of setting up the two new cameras is complete, it seems redundant, as disabling still allows everything to work properly. Am I missing something, or is it not needed?

For some reason the emptys that I created (as mentioned above) weren't instantiating(?) cameras at runtime. So here are updated steps:

1. Drag SteamVR "CameraRig" prefab onto the scene, per usual.
2. Add two empty gameobjects to the scene. I named them CamLeft and CamRight, but they can be anything.
3. Set both of them to the exact same coordinates in the scene.
4. Add a SteamVR_Camera script component to each. (I found the script in Assets/SteamVR/Scripts/SteamVR_Camera.)
5. In the inspector, on the "SteamVR Camera" component you just added, click the "Expand" button. It ought to create three new nested objects in your scene: "CamLeft (origin) > CamLeft (head) > CamLeft (eye)". (See attached screenshot.)
6. For some reason, the first time I click Expand, it only creates two objects and the third is missing. But clicking the same button a second time creates another set of objects with the correct hierarchy (and also causes my empty to disappear, which is fine). I then also deleted the incorrect "CamLeft (orig)" that only had one child.
7. Repeat steps 5-6 for CamRight. Now you should have your two cameras set up correctly.
8. Create two new layers: "LeftEye" and "RightEye" (or equivalent)
9. In Heirarchy, drill down to the "CamLeft (eye)". In inspector, set Target Eye: Left, and in Culling Mask, untick "RightEye" Do the equivalent for "CamRight (eye)" with opposite values.
10. Ensure that whatever objects you want viewed with left or right eye are assigned to the appropriate layers, and are positioned the same coordinates.

In the end, your hierarchy ought to look like the attached screenshot. Good luck!

Click to expand...

I followed these steps but only 1 cam, CamLeft (GameObject) is shown, Even in the Hierarchy, CamLeft is placed after CamRight. I think it's overriden. Still stuck with it.
Also my GameObject not only have this --> "CamLeft (origin) > CamLeft (head) > CamLeft (eye)", but there was also (ear), so I deleted it. Is it okay ?